Think of how many games where the verb is violence. How many games (including the ones nominated for tonight’s BAFTA awards) where you shoot, fight, kill. But when games want to explore the topic of violence in a meaningful way, that’s the issue?
BAFTA pulling a trailer for an autobiographical game about surviving sexual assault only hours before it was said to be a part of a showcase is an exceptionally bad look.
My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: www.youtube.com/watch?v=r4V2... Companion blog post: blog.runevision.com/2026/03/fast... #ProcGen #vfx #GameDev
If you aren’t supporting trans people then it’s only a matter of time before nobody’s supporting *you,* no matter what happens to us.
Its been a few years since I did any keyframe creature animation, so my most recent personal project has been exactly that :) I referenced Daniel Fotheringham’s quadruped blog quite a bit while learning his workflow, it was a lot of fun :) Rig by Yang Xiao and Agora Community
Talking about applications of GPUs to 3D graphics. youtu.be/VP-q4jFdU8c
Why GPUs Are Good at Graphics
YouTube video by eisfrosch
youtu.be
I made a directional noise type I call Phacelle Noise which is pretty fast! Is it new or does something functionally identical already exist? I'm not sure! But I didn't come across one like this yet anyway, so here's my findings: blog.runevision.com/2026/01/phac... #Graphics #Shaders #Shadertoy
started a lil side thing that will hopefully finally let me build out my own library of tools and help me make the shallow water sim project ive been letting sit idle for now, just a distance field capture as heightfield to get things going
The thing thats so insidious about using AI this way is that one of the main ways artists get hired are studios looking for art references and they find us and reach out. This is removing a major avenue to get work if they can just generate nameless derivations of our ideas.
L'interdiction des évènements du Lyon Antifafest (moment majeure dans la région) par la préfecture du Rhône est une nouvelle preuve de la fascisation en marche. Soutenez les militant.e.s, bénévoles et intervenant.e.s, ce n'est pas possible de se soumettre.
Le Lyon Antifa Fest annonce saisir la justice administrative après que l’événement a été interdit par la préfecture du Rhône. En cause : les paroles du groupe de punk Poesie Zero ainsi que des rappeurs Costa, L’Allemand et Da Uzi.
Here's a cleaned up version with a little breakdown at the end. All made and animated with Substance Designer ✨
"Together, workers can transform their jobs, their careers, and their lives for the better." Our statement of solidarity with 5 other game workers unions in Europe including @stjv.fr, @csvi-cgt.bsky.social & @gwuireland.bsky.social www.gameworkers.co.uk/one-industry...
One Industry, One Fight - IWGB Game Workers
Video Game Unions Present a United Front Across Western Europe - We vow to increase cooperation between our unions in both the short and long term, and to stay united in front of all that’s going on i...
gameworkers.co.uk
📢 Avec 5 autres syndicats du jeu vidéo en Europe de l'ouest, nous affirmons aujourd'hui notre volonté d'augmenter notre coopération. Communiqué commun avec @csvi-cgt.bsky.social, FIOM-CGIL Milan, GDRT @social.verdi.de, @gwuireland.bsky.social et @gameworkers.co.uk ⤵️
Une industrie, une lutte – Un front uni de syndicats du jeu vidéo en Europe de l’Ouest – STJV
Les travailleureuses du jeu vidéo du monde entier ont de nombreux problèmes communs. Nos emplois sont menacés, nous ne sommes pas écouté‧es au travail, et on no
stjv.fr
If you are curious how the morphs were made in Keeper, then you can watch me create this "monkey-bunny" from scratch utilizing the tech I developed for the game. Enjoy and let me know what you think. :) www.youtube.com/watch?v=f9V_...
Bonus post to end the week: If you are a graphics programmer do yourself a favor and get a MIDI board. It makes the work way more tactile and fun. Full props to Matt and @aaronmjacobs.com for getting me on the MIDI train. :)
Keeper's morphs are authored as scene-graph or more specifically as a scene-tree, which is evaluated bottom-up. I wrote a “compiler” which turns the tree into a command list which can be executed on the GPU. The compiler does a fair amount of optimization (e.g. dead branch pruning) to minimize cost.